PLAY

FIGHTER 12 OF 18

BARISTA

Order up. the order is pain

  • BODY#FFB02E
  • PANTS#B46BFF
  • ACCENT#FFF1DC
  • MIRROR#5DD6FF
  • MIRROR PANTS#C8FF3A
  • ← 1ESPRESSO SHOTWIRED 2.5s: faster startups
  • ← 2POUR OVERfour-hit flurry, knocks down
  • 1, 2, 1LATTE ARTstring, whirling backfist
PLAY AS BARISTA

ON THE BOOKS

How often BARISTA gets picked, how often it wins, and its best and worst matchups, against the CPU and against other players. The numbers load from the game's server; they aren't available right now.

STATS

Measured against TEMP, the baseline (the tick on each bar).

HEALTH95
out of 100-5 vs TEMP
WALK1.15x
walking speed+15% vs TEMP
BACK WALK1.09x
stepping back+9% vs TEMP
RUN1.15x
running speed+15% vs TEMP
JUMP1.04x
jump height+4% vs TEMP
DASH1.15x
every glide and lunge+15% vs TEMP
WEIGHT0.92x
heavier flies less far-8% vs TEMP
STAMINA BAR1.00x
size of the attack budgetsame as TEMP
STAMINA REGEN1.20x
how fast stamina refills+20% vs TEMP
DAMAGE1.02x
every hit he lands+2% vs TEMP

BODY

SIZE
1.00xthe whole rig
HEIGHT
0.99xhead to feet
ARMS
1.00xshoulder to fist
LEGS
1.00xhip to foot
LIMBS
0.95xthickness (hitbox and hurtbox)
LEAN
3°leans in

REACH, ROOT TO FIST OR FOOT

JAB
89 pxTEMP 88 px
CROSS
117 pxTEMP 116 px
SNAP KICK
91 pxTEMP 92 px
ROUNDHOUSE
91 pxTEMP 92 px

MECHANICS

  • WIREDESPRESSO SHOT is a self buff, WIRED: startups 1.35x as fast for 2.5s.
  • CPU STYLERushdown: runs in, swings more, never backs off.

UNIQUE MOVES

Frames are at 60 fps, from the animation's own timing. Damage is before BARISTA's 1.02x damage stat. On block is about right, before any string follow-up. Tap or hover a move to replay it.

ESPRESSO SHOT

← 1

Wired 2.5s: faster startups

DAMAGE
—
HEIGHT
—
STARTUP
—
ACTIVE
—
RECOVERY
11f
ON BLOCK
—
STAMINA
20
REACH
—
  • self WIRED: startups 1.35x as fast for 2.5s

POUR OVER

← 2

Four-hit flurry, knocks down

DAMAGE
3+3+3+8
HEIGHT
MID
STARTUP
2f
ACTIVE
29f
RECOVERY
12f
ON BLOCK
-8
STAMINA
24
REACH
109 px
  • knockdown
  • 4 hits
  • glides 28 px

LATTE ART

1, 2, 1ends LATTE ART

String, whirling backfist

DAMAGE
13
HEIGHT
HIGH
STARTUP
5f
ACTIVE
7f
RECOVERY
20f
ON BLOCK
-15
STAMINA
30
REACH
95 px
  • ender
  • knockdown
  • glides 33 px

STRATEGY

How to beat BARISTA's own moves. Here → is toward BARISTA and ← is away, 1 2 3 4 are your buttons, and ↘ is down and toward. Every tip was scripted against the move in the game, with a TEMP doing the answering, and kept only if it worked.

ESPRESSO SHOT

← 1

  • He can't block or move while he drinks. If you're close, hit him: the cross (2) lands if you press it as he lifts the cup, and →2 reaches from a step farther out.
  • Right next to him, a throw (1+3) works for the whole drink.
  • The drink never hits you, so blocking it does nothing. It only makes his strikes come out faster for a couple of seconds.

POUR OVER

← 2

  • Stand-block all four hits. It's a mid, so crouching loses.
  • It comes out almost instantly. Up close, don't try to out-press it: everything you throw trades or loses.
  • It's safe once it's blocked. He ends up out of reach, so don't swing after it.

LATTE ART

1, 2, 1JAB › CROSS › LATTE ART

  • Stand-block all three, then punish the backfist with the cross (2) or →2.
  • After you block his first jab, jab back (1) or low kick (↓3). His cross is slow to follow and you hit first.
  • Crouch from the start and the first jab goes over your head. The string stops there, and a low kick (↓3) punishes.

BARISTA still has the strings every fighter shares. How to beat those is on TEMP's page.

CELEBRATION

Win the match and BARISTA breaks into this under the WINS banner.

PERFECT

Win a round without taking a hit and BARISTA ends it with LATTE POUR: the beaten body goes into the camera, hits the glass and squeaks down it.

LATTE POUR

A latte pour: the body across both hands like a pitcher, raised high and tipped, then a wiggling pour-flick at the camera; then the shaker shake.

  • stamped on the glass: EXTRA SHOT

STRINGS AND ENDERS

Press in rhythm: each press goes in during the last hit's recovery. Damage is for the whole string landing on TEMP, with combo decay. Stamina is the bar it spends, out of 100.

INPUTSTRINGHITSPAYOFFDMGSTAMINA
1, 2, 1 LATTE ARTUNIQUE JAB › CROSS › LATTE ART knockdown3068
1, 1, 2 ONE-TWO JAB › JAB › CROSS —2255
1, 1, 2, 4 FLASH ROUNDHOUSE JAB › JAB › CROSS › FLASH ROUNDHOUSE knockdown3785
1, 1, 1 TRIPLE JAB JAB › JAB › JAB —1851
1, 2, 4 ONE-TWO KICK JAB › CROSS › ROUNDHOUSE knockdown3360
1, 2, 3 UPTOWN JAB › CROSS › UPTOWN —2760
1, 2, 3, 4 NEON TORNADO JAB › CROSS › UPTOWN › NEON TORNADO launch3890
2, 3 CROSS SNAP CROSS › SNAP KICK —1743
2, 1, 4 SPIN HEEL CROSS › JAB › SPIN HEEL knockdown, wall splat3268
3, 3, 4 CRESCENT SNAP KICK › SNAP KICK › CRESCENT knockdown3174
↓1, ↓1, ↓3 LOW RUSH LOW JAB › LOW JAB › LOW KICK low1648
↓3, ↓3, 4 GROUND RUSH LOW KICK › LOW KICK › RUSH KNEE knockdown2766
↓2, 1, 2, 4 SKY SPIKE UPPERCUT › JAB › CROSS › SKY SPIKE knockdown, ground bounce3592
↓1, release ↓ 3 RISE AND SHINE LOW JAB › RISING KICK —1637

SHARED BASICS

Every fighter has these.

→ is toward the other fighter. Reach is on BARISTA's body.

INPUTMOVEDMGHEIGHTSTARTUPON BLOCKSTAMINAREACHPROPERTIES
1 JAB 6high7-161789
2 CROSS 10high14-1821117
3 SNAP KICK 7mid7-92291
4 ROUNDHOUSE 16high14-182291 knockdown
→ 1 BODY BLOW 9mid4-71989
→ 2 LUNGE CROSS 11mid11-1822135
→→ 1 BULLET JABout of a dash or a run; the fast way in, bounced out and punished if blocked 7high7-2119102 glides 66 px
→→ 2 COMET CROSSout of a dash or a run 16mid11-1430165 ender, knockdown, wall splat
→→ 3 SKID KICKout of a dash or a run; blocked low it has no blockstun at all 8low9-262092 glides 79 px
→→ 4 RUNNING BOOTout of a dash or a run; slow out and very slow back 13mid10-222499 knockdown, glides 94 px
→ 4 OVERHEAD KICK 13mid14-72289
← 4 SPIN KICKnear a wall: Wall Spin 15high11-92292 knockdown
↓1 LOW JAB 5low4-101585 ducks highs
↓2 UPPERCUT 9mid9-62465 launch
↓3 LOW KICK 6low5-151887 ducks highs
↓4 SWEEP 9low11-212294 knockdown, ducks highs
release ↓, 1 RISING JABthe quick one out of a crouch, and a mid 7mid6-101789
release ↓, 2 RISING UPPERCUT 11mid9-42465 launch
release ↓, 3 RISING KICKthe second hit of ↓1, release ↓, 3 11mid7-122291
release ↓, 4 RISING KNEE 12mid4-32460 launch
1+3 THROWor 2+4; near a wall: Wall Slam 8throw2—22100 throw, knockdown
1 in air JUMP JAB 6overhead2-11285
2 in air JUMP CROSS 9overhead5-11598
3 in air FLYING KICK 10overhead3-21687
4 in air AIR ROUNDHOUSE 13overhead5-11885 knockdown
↓4 in air DIVE KICK 11overhead4-51668
↓4 over them STOMPthe other fighter on the floor in front of you; ↓3 there is the low kick 9low10—1889 glides 33 px
1 on the floor WAKE KICKor 3, while knocked down; can't be hit until it swings; 17 to 24 frames minus on block 8mid9—12— knockdown
2 on the floor WAKE SWEEPor 4, or ↓ and any button, while knocked down; can't be hit until it swings; 17 to 24 frames minus on block 7low11—12— knockdown

Also shared, with no button of their own: parry, a tap toward the other fighter just before a hit lands (↘ for a low), which costs nothing and leaves the striker reeling; getting up, where ↑ stands, ← or → rolls, and a button is a wake-up strike; and air recovery, a button at the right moment while juggled that lands you on your feet (right at the start of the window, with a jab).